“Designing a game is like raising a child. You cannot change its personality, but you can help maximize its potential.”
“Never succumb to the tyranny of reasonable voices. What do I mean by that? There will be a cacophony of well meaning people in your life who will tell you to stop playing games or buckle down and quit scribbling away in notebooks and generally remind you that you need to grow up and be responsible. The life of a designer or an independent contractor in general is not the life for everyone. There are no regular paydays, no paid vacations, and no health care. All of this can convince you that the reasonable voices have it right on more than one occasion, but you have to persevere beyond all of that. When you do what you love, you won’t need to get pumped up or motivated to get to work. You can expect to be disappointed, criticized, disheartened, and frustrated on your worst days. You can also look forward to feelings of satisfaction, triumph, vindication, and elation when something you formed out of your own head and crafted with your own hands is understood, embraced, enjoyed, and even championed by someone else.”
Is Kickstarter encouraging us to short-change small games? AJ Quinn crunches the numbers. His conclusion:
“One conclusion is that we’re overly rewarding expensive games. I think a more important conclusion is that we’re encouraging makers of simple, fun, cheap games to complicate them and start adding on unnecessary features to justify a higher purchase price because without a higher price they will fail. That’s a huge bummer.”
http://www.scratchtheline.blogspot.com/2012/03/take-that-little-guy.html
Plan for “worst-case success”: @kickstarter tier pricing and expenses, by @fredhicks
http://www.deadlyfredly.com/2012/03/kickstarter-plan-for-worst-case-success/
UPDATE:
Fred Hicks discusses the subject further on the Game Whisperer’s (@GameWhisperer) Funding the Dream podcast:
http://www.buzzsprout.com/4646/44967-funding-the-dream-ep-45-kickstarter-worst-case-success
Curious how an established publisher gets a game from concept to store shelf?
Asmodee shares its process in its “Making of a Game” series:
Part 1, prototype to project:
http://us.asmodee.com/ressources/articles/making-a-game-from-prototype-to-project.php
Part 2, theme and graphics:
http://us.asmodee.com/ressources/articles/the-making-of-a-game-chapter-2-theme-and-graphics.php
Part 3, visualization to realization:
http://us.asmodee.com/ressources/articles/the-making-of-a-game-part-3-from-vision-to-realization.php
Part 4, final touches:
http://us.asmodee.com/ressources/articles/the-making-of-a-game-part-4.php
“I once designed a 2-player abstract. Before I did any playtesting whatsoever I actually went to a professional woodworker and paid him to create a special board for it. Valuable Design Tip: Don’t do that, ever.”
How should Kickstarter project owners pick a delivery date, and how can they stick to it?
A.J. Porfirio (@VanRyderGames) shares his experiences with “If I’m Going Down…”
http://boardgamegeek.com/blogpost/9215/when-will-i-get-my-game-a-look-at-why-kickstarter
Jeffrey D. Allers on the importance of designing a satisfying endgame:
“In a saturated boardgame market that encourages one-and-done cult-of-the-new, how a game ends could determine whether or not it will ever get played again.”
http://berlingamedesign.blogspot.com/2012/03/finishing-well.html
Ad math for Kickstarter board game projects, by AJ Quinn:
http://www.scratchtheline.blogspot.com/2012/03/were-all-international-backers-when-it.html
5--make that 6--tips for new game publishers from Panda Game Manufacturing
/@panda_gm:
I’ll be tweeting 5 tips for new game designers/publishers from the #GAMA overseas manufacturing session in case you weren’t there last week.
#1 Keep your game specs simple for your first release. If you want to do something different, limit it to one unique or special component.
Tip 2: Custom 2d wooden shapes are relatively easy to make & cheaper than plastics (low setup costs). Homesteaders Game is a great example.
Tip 3: Use interlocking cardboard for fancy 3d shapes at a fraction of the cost of plastic / wood. (ie Merchants & Marauders Treasure Chest)
Tip 4: Choose an order quantity that could fill exactly HALF a container. There’s a chance we could combine the shipment with another order.
A note on combining your shipment with another order - this currently only works if you ship to Game Salute or PSI.
Tip 5: Add some buffer time to your release schedule There are many ways a project could get sidetracked. Under promise & over deliver!
Tip 6: We promised 5 tips but we’ve got an extra one coming up!
We can make dice as small as 8mm. This could be used as an alternative to wooden cubes! Price difference depends on order quantity.
What board game designers can learn from Monopoly–really!
http://hyperbolegames.com/2012/03/25/in-defense-of-monopoly/
by Grant Rodiek (@HerrohGrant/@HyperboleGames)
Spiel des Jahre 17th annual game design scholarship competition
Prize: internships/travel $
Deadline: 5/11/12
http://www.spiel-des-jahres.com/cms/front_content.php?client=1&lang=1&idcat=12&idart=1096&m=&s= (in German)
HT @BoardgameNews
http://boardgamegeek.com/blogpost/9102/links-settlers-of-catunes-guess-the-spiel-des-jahr
RT @headspingames: Also applies to boardgames RT @newsyc100: How to explain your game to an asshole:
http://www.pentadact.com/2012-03-17-gdc-talk-how-to-explain-your-game-to-an-asshole/
